Leaderboard
Popular Content
Showing content with the highest reputation on 09/06/12 in Posts
-
Some (probably high rate) servers allow @go/@warp/@load when dead so players can hotkey an @command and be lazy and not have to click "Return to Save Point". Which majority do we cater to? Also, server owners might want to allow GMs to use @commands while dead. Adding to the above suggestions, how about we add a permission to trunk/conf/groups.conf to allow that group to use commands while dead. Maybe call it 'commands_while_dead' or 'use_commands_while_dead'.4 points
-
Peopleperson49's Script Collection Please enjoy my work. If you have any suggestions or find any issues/bugs please let me know! If you like or download my work please click the "Vote this post up" button to the right of the post and check out my server Ragnarok Underground. My scripts are written as I would use it for my Ragnarok Underground server, you might need to configure them before use. My scripts are written to work with the rAthena emulator. When reporting and bug/error/suggestion in this topic please give the emulator version, version of the script your using, and the issue in detail! Super Magnifier Identifys all unidientified items a player is holding at once. I made this a long time ago for my server, but I added here for Nipsino after reading a post he left. Function_SuperMagnifier.txt Rock, Paper, Scissors Roulette This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Allows the player to play roulette with a 5 chamber pistol. Only one bullet is loaded at a time. The script will continue to loop until somebody is shot. Version 2.0: rpsroulette.txt BlackJack Scratchcard Blackjack script that designed to work like a scratchcard. It is based on using eight decks or cards and both numbers and suits determine winning hands. Buster prize for scoring a 30 or 31, which can only be done if you already have a 20 or 21 adding one more element of gambling to it. Item data is included at the bottom of the script. Version 3.3: Scratchcard_BlackJack.txt Powerball Lottery This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Powerball lottery picks 5 miniballs and 1 powerball. Different pay amount based on type of matches made. Version 1.7: lottery.txt Advanced Banker This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Bank with varying account and interest based directly on balance. Also has trustfund which pays out only when the character reaches BaseLevel 150. Most of my scripts give trustfund bonuses and also 1% of any zeny spent goes toward the trustfund. Version 1.4: bank.txt Heads Or Tails This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. I remember making this one, but I'm not sure if I based it off of another script or not. Player starts by betting 500z and then flips a coin. If heads their money is disabled, if tails they loose all their money. Version 2.4: hot.txt Jackpot Leon This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design, however I'm not sure where to find that script anymore. The script picks a number between 1 and 100. The player pays 10,000z to make a guess. Each guess increases the size of the Jackpot by 9,000z until somebody wins. Version 2.3: jackpot.txt Double Dice Roll Very simple dice gambling game created for my custom Comodo casino package. You bet various amounts of zeny and roll two dice. The winner is the one with the highest total score. This was created from scratch as part of my casino package and had nothing to do with the rolladice script. Version 2.1: roll_a_dice.txt Saving Angel This script was written for my lovely wife after we were player and our whole party was wiped out in majos. It allows a character to resurrect another character anywhere in the server for a fee. Version 1.8: Saving_Angel.txt Magic 8 Ball Custom script that works just like using a magic 8 ball. Version 2.2: MagicEightball.txt Wishing Well Custom script that allows a player to throw zeny into the wishing well and make a wish. The wish is then sent to any online GM using @request. It is restricted to one use per day to help prevent annoying the crap out of the GM's! Version 1.7: WishingWell.txt Arch Bishop Job Quest This script was written for MelMel on rAthena.org. It is a compltely new version of the third job change quest for an Arch Bishop. I did not use any other scripts as a base. It allows a Priest/High Priest to gather items and then change jobs to an Arch Bishop. The Sub-scripts can be completed in any order and all work off of each other. Version 1.1: Job_AB.txt Guillotine Cross Job Quest This script was written to supplement the fact that the Guillotine Cross still has no official script release on rAthena.org. It is a compltely new version of the third job change quest for a Guillotine Cross. I did not use any other scripts as a base. It allows a Assassin/Assassin Cross to gather items and then change jobs to a Guillotine Cross. Version 1.2: Job_GC.txt Monster Of The Day Another Monster Of The Day script. I made this one from scratch to be very simple and work automatically. Uses almost the full list of monsters from the mob_branch. I included the dispbottom here when players login, but I actually perfer to use a login script with this in it. Version 1.4: MOTD.txt Security Manager Allows a player to set up a password to help protect their account. It uses a simple OnWhisperGlobal function. I nolonger support the use of the whisper system in my Security Manager script after version 1.3. I will still provide support for other issues that might be discovered in scripts prior to v1.4, but they will be fixed in a version that now uses bindatcmd. Version 1.5: Security_Manager.txt GM Headquarters Allows access to a part of the sec_in01 map that doesn't have any warps anyway. This is a nice areas to setup special NPC's or events. Whatever anybody wants to do with it. However the secutiry code is fun for everybody to try to crack. This script currently has shops that be used once a day as a reward for cracking code. It's my intent to eventually add a full warper script that can be used once a day also. Version 1.3: GMHeadquarters.txt Monster Hunter This script was written for vgrebirth on rAthena.org. It allows one party at a time to do the Monster Hunter event. If any member is killed the entire party looses and are warped out. If you kill all the mini-boss monsters the boss monster is spawned. Version 2.7: Monster_Hunter.txt2 points
-
Hi All, Just making this project public. This is just an interim project for now while the team works out what to do in the future about raCP. I basically forked the original fluxCP project and have applied Xantara's rA patch for those of you who are too lazy/don't know how. I have installed it to github because it allows you to easily download a zip copy of the latest SVN with no client necessary. Find the project here: https://github.com/calciumkid/fluxcp-renewal If anyone wishes for commit rights, let me know. I'm interested in getting a team together for Facebook login API integration. Calcium NOOB TUTORIAL: To download the latest copy of fluxcp-renewal, simply go here: https://github.com/calciumkid/fluxcp-renewal/zipball/master Extract and install as you would FluxCP.1 point
-
Loki's Achievement System with no source edit This system contains many possible kinds of achievements, getting achievement points, announcing your achievement and displaying a cutin. And all that without any source edit. Only with trigger and a cache sytem, that your sql server won't be spamed with querys! I was really frustrated that most of the source edit versions haven't worked on my server. I hope you will enjoy it I will explain it's functions below. Downloads: lokis_achivement_system_1.0.1.zip loki_achivement_demodata_1.0.zip Supported Achievements: Mode 0 = Your custom achievements, see point Custom Achivemetns below. Mode 1 = Items in your inventar. It will be checked after every login and after every time when you are killing a mob. 9 different items at once are possible. Mode 2 = Kill Mobs. Will be checked after every mob kill. 9 different mobs at once are possible. Mode 3 = Mvp kills. Will be checked after every mob kill. Only 1 value is possible (ex. Kill 15 MvPs, Kill 30 Mvps. This mode is not like Kill 10 Phreeonis, for this use Mode 2!) Mode 4 = Pvp Kills. Will be checked after every pvp kill. Only 1 value is possible (ex. Kill 1 other Player, Kill 666 other Player etc.) Mode 5 = Reach Baselevel X. Will be checked on every BaseLevel up (@commands won't effect this trigger!). Only 1 value is possible Mode 6 = Reach Joblevel X. Will be checked on every JobLevel up (@commands won't effect this trigger!). Only 1 value is possible Creating a Achievement: All achievements are in your SQL database, so we just need to insert something in the table "achievement". name = name of your achievement desc = Your description for the achievement and will only be used by Bob (see below). Can be used for your website etc. mode = Your mode (see category above this one) deleted = should ever be "n"! Due to the cache system, you should never delete a Entry by "DELETE FROM achievement WHERE id=X". NEVER! Just set deleted="y" cutin = your cutin image. If you leave this NULL or empty, no cutin will be displayed. points = how many points do the user get for this achievement? singleval = will be used for mode 3,4,5,6. It would confuse everybody, if I would save the data in val1 or anywhere else. val1 - val9 = Will be used for Mode 1 and 2. Here you will write the itemID or the monsterID. val1amount - val9amount = The amount, the user have of itemID in his inventar or how many monster the user have to kill. If you want that the player have to kill 10 porings and 20 drops, you would save the follow: val1: 1002 val1amount: 10 val2: 1113 val2amount: 20 Every received achievement will be saved in the table achievement_log. Due to that here are no @commands, the table achievement_force is made to force player to get a achievement or to reset/remove a achievement. You don't have to create any insert. Just talk to Bob (see below). Configurate your achievement system: There isn't much to configure set $a_cache_expire,120; set $a_effect_id,908; set $a_cutin_delay,8000; $a_cache_expire = in how many seconds the global cache will be expire? $a_effect_id = which effect will be displayed on the user when he received an achivement (@effect 908) $a_cutin_delay = for how many milliseconds the cutin should be displayed in the bottom of your screen? Create a custom Achievement (mode 0): You can call the achievement you want to give in any of your scripts with just writing: callfunc "achieve",<<achievementId>>; Here is an example, which I placed in my custom instance. If the user is joining there the first time, he would get the achievement 18! warp "hellfire",264,129; if(a_done_18 != 1 && $a_del_18$ == "n") { sleep2 5000; callfunc "achieve",18; } a_done_X = have user already got the achievement? 1=yes, 0=no $a_del_X$ = is achievement active and not deleted? y=yes, n=no. This both flags should be placed everywhere where you use this function. sleep2 5000; is just for skipping the delay of warping to the map. Just ignore this If you want to use custom script with trigger, you can build them like that. This script checks if your zeny is higher than the "singel_val" value in the database ($a_sval_17). You could also just write if(Zeny >= 1000000) callfunc "achieve",17; - script ach_17 -1,{ OnPCLoginEvent: OnNPCKillEvent: if(a_done_17 == 1 || $a_del_17$ == "y") end; if(Zeny >= $a_sval_17) callfunc "achieve",17; end; } This script can be found in the demodata pack with 16 other achievement If you want to make an item_use Achievement, just place the important line above in the item script. Achievement Bob (including in lokis_achievement_system_X.X): This script is made for GM's and Player. The player can get information about all achievements, which they have or have to get and how many achievement points they have. The GM Menu have many more functions: Force Player Achievement This function will save entries into the table achievement_force. It can be used to give a player an achievement or to reset an achievement. The user just have to talk to Bob after you clicked through the form. There isn't any validation. So be careful, that the user won't get a achievement 2 or more times. Enable/Disable Achievements This function just set the deleted=y or deleted=n flag. If you change something, you should clear the cache (or wait until it expires). Clear cache Set Flag to clear cache. It will be renewed when a player is login into your server. Compare log with achievement points Compares the achievement_log table with the score of achievements of the player. If there is a difference, the real value will be saved. WARNING: If you have something like a cashshop with this points, this function will destroy your database :/ Points should only be used in viewing only or for a ranking. Else you should change the core of this function. Error Handing: Due to a lot of trigger events, your server may cause some phantom errors like "players event queue is full". To fix this, just edit the src/map/map.h and increase the #define MAX_EVENTQUEUE 2 value to 20. I hope this guide helped you in this complex system Have fun with it Loki1991 lokis_achivement_system_1.0.zip1 point
-
This is something that has been requested for several times in the past, I'd like to know your opinions regarding this feature being built in. Specs from my proposal: Non-stackable items are given a unique ID stored as unsigned int 64 ( up to 18.446.744.073.709.551.615 ) Stackable items are not traceable in the current way they're stored; as when you get a red potion when you already have 10 the data from the new red potion is lost and the data that stores the 10 red potions gets it's amount += 1. Post all your opinions, thank you for your time.1 point
-
File Name: FluxCP Addon - TaskList File Submitter: Akkarin File Submitted: 06 Sep 2012 File Category: Web Resources Content Author: Akkarin Hi all! TaskList Current Version: 1.0.4 !!!!!! IMPORTANT !!!!!! Version 1.0.4 has an sql table change from cp_tasklist to cp_xtasklist. If you don't want this to happen, let it run anyway and then change addon.php back to the old one. The table name isn't changed, instead, the addon uses a new table. Purpose: Provides a collaborative platform for Admins and GMs to maintain a "group To-Do List". Capabilities: * Add task * Assign task * Update progress * URL resources All in all, it's not the biggest, nor the best addon that's ever been written. However, it does the job. Also, as this was only something quick, there's probably a few glitches - I'd appreciate you letting me know about them Click here to download this file1 point
-
1 point
-
it appears ultramage removed simply because they werent official, that code however won't work anymore. Since the interest for these features are huge I'd kindly ask anyone whos interested to redesign (theoretically only -- we'll code it later) the commands in any manner they find efficient and present it in a new topic for discussion1 point
-
1 point
-
1 point
-
I will. I'll test it at occasion, but the diff changes only the name, no rendering code involved. Edit: Tested, shared palettes do not work for me with renamed official files. Though it seems to be a data problem, as the palette files themselves are read correctly.1 point
-
Check your msg_athena.conf. rAthena has done a major migration of atcommand messages from atcommand.c into the msg.athena.conf in r167241 point
-
1 point
-
Common Patch Made the following changes to the Faceworm's Nest instance. The time attack record will now show the player's name instead of guild name. It will now record how many players were present. After 20 seconds, if the Faceworm Queen receives more than a set amount of damage, it will become stronger and recovers 80% of the damage dealt in those 20 seconds. Increased the rate of obtaining the slotted Worm Giant's Skin. The number of faceworms you need to kill in order to advance each part of the dungeon is increased (from less than 9 remaining to less than 2 remaining). [*]Corrected an issue with the item exchange for the guild castle quests. [*]Fixed an issue with the blessing buff icon in the thief course in the beginners academy. [*]Fixed an issue where the skill re-use delay would trigger on skill failure on skills that would normally not trigger it on skill failure. Sakray Test Server Fixed the skill Volcanic Armor not applying in regular fields. Fixed an issue with the Dieter homunculus skill Granitic Armor's damage decrease effect applying multiple times. Fixed the Warlock skill 'White Imprison' so it no longer allows the target to be affected by frost misty's freezing status. Fixed an issue with Detardeurus where after using stoneskin if hit by fire expansion skill he would take abnormal damage. Fixed an issue where when having the adventurer's rucksack taken off when completing the blacksmith job change quest, you would lose the greed skill in your skill window. Updated the name prefixes for some champion monsters. Champion monsters with increased attack speed and evasion had their prefix changed from 'Wild' to 'Angry'. Champion monsters that teleport and use heal have had their prefix changed from 'Blinking' to 'Erratic'. credits: doddler from jRO wiki translated1 point
-
WDGReadDataFolderFirst is patching the wrong offset in newer clients(2012+). For 2012-04-10, the correct is patch at 0x5a25f2 from 74 18 to 90 90. Before: After: Precompiled plugin for 2012 clients: http://www.mediafire.com/?k5cf9be4av6o6xb1 point
-
This is probably more of a db issue since it was an item add and not a script issue, but Phantasm is correct. Peopleperson49 doc/script_commands.txt Whenever '//' is encountered in a line upon reading, everything beyond this on that line is considered to be a comment and is ignored. This works wherever you place it. // This line will be ignored when processing the script. Block comments can also be used, where you can place /* and */ between any text you wish rAthena to ignore. Example: /* This text, * no matter which new line you start * is ignored, until the following * symbol is encountered: */ The asterisks (*) in front of each line is a personal preference, and is not required.1 point
-
You can use an account variable - they're prefixed with #, e.g. #CASHPOINTS. Random walking: npcstop; // stop when clicked stopnpctimer; // stop timer when clicked // dialogue (the rest of the script) initnpctimer; // resume timer before closing (do this before all "close" commands) close; OnInit: initnpctimer; end; OnTimer3000: getmapxy(.@map$,.@x,.@y,1); // get coordinates npcwalkto .@x+rand(-10,10),.@y+rand(-10,10); // walk +/- 10 randomly stopnpctimer; // restart timer initnpctimer; end; Use gettimetick(2) for large delay intervals. Also, you'll have to use a permanent character/account variable to store the data, for example: // player has finished the quest mes "Come visit again after 24 hours for your reward."; set quest_delay, gettimetick(2)+86400; // 86400 seconds = 1 day close; if (quest_delay > gettimetick(2)) mes "Please wait a little longer."; else { mes "Thanks for waiting!"; mes "Here's your reward."; getitem item,amount; } close;1 point
-
I suggest that we add the modified @dropall commands created by Xantara to the SVN. The download can be found at: http://rathena.org/b...ion-dropalltab/. This is very useful if a player is holding an item that causes them to error. They don't error as long as you don't switch to the tab and view the item directly. You can drop everything in that specific tab instead of droping all their items. Because as soon as that item hits the ground the player will gravity error and all other items that were dropped with it are lost too since you can't log in again until the erroring item disappears (and all the other stuff). Also it is good for when you kill a lot of monsters and your etc tab is full of crap that you don't want. Before you had to drop each etc item individually or if you used @dropall you would drop all items in every other tab including equiped items along with the crap you actually wanted to drop!!! Modifying this command does not break the 1:1 rule! Peopleperson491 point
-
I understand about fixing the other issues, but sometimes you just want to get the play back going again! This command is not as much about issue resolution as it is a very helpful tool! I have over 8,000 custom items in my item_db2 and I had this problem quite a bit a while ago when my equipment that was recieved from itemgivers was unidentified and I didn't have any data files for that. It took me a bit to figure that one out. Either way I use @dropall alot to dump my inventory from the etc tab. I already have the mod myself, I just think it would be useful in one way or another for others to have it all the time! How many atcommands do we have now that are used all the time that say 6 years ago didn't exist? I bet that a large number of them people just like you said they wearnt necessary either! Peopleperson491 point
-
I would never give a character on my lowrate server commands such as @dropall! This command is a good feature for GM use! It gives flexability to the command and does not break the 1:1 rule! There is times where I am killing stuff on my GM character (for testing or bordom) and I realize I have a full inventory of etc items, but I don't want to spend forever selling the off or even worse droping them one by one. Modifying the @dropall command allows me to drop specifically what I want. Also if I want to drop something of a players I can drop only the tab. You don't always know what is erroring in a players inventory. Maybe they didn't patch correctly and only they error. Should I delete every item in their itemlist until the error is fixed? Also delting them one by one requires them to test it and if you deleted the wrong one they error again. So they login again and then watch another item not be it... That could go on for a while! Dropall would help to minimize adding insult to injury! You may know that its in the armor tab, so why not make them just drop what is in that tab instead of all items including equiped items? I really don't see why anybody wouldn't want this feature. Peopleperson491 point
-
Hello, this is just my speculations/observation in aegis and official server... Characteristics: 1. not equitable 2. an etc type indeed its type #17 Usage/Function of type#17: 1. used to differentiate other etc type items 2. for easy indexing when searching this item as ammunition in some other skills.. so what do you think/opinion?1 point
-
Disagree with this idea. In addition to everything Rytech said, you're taking away something that is possible a given player command at some servers out there.1 point
-
The @option command is annoying to use because you have to know the decimal values to work it. For example... OPTION_CART1 = 0x00000008, OPTION_FALCON = 0x00000010, Take those 2 examples. If I want a falcon I need to type @option 0 0 8. If I need a Falcon I have to type 16 instead. Sounds easy until you get to the higher things. OPTION_GREEN_DRAGON = 0x00080000, OPTION_WUG = 0x00100000, For Dragon its @option 0 0 524288. For the Waug its 1048576. I have to actually convert hex to decimal on a scientific calculator before typing. Wish I could just type a hex code instead. That would be the best way to refine it, but the command was mainly designed as a dev debug command. It doesen't just cover OPTIONS, but it also covers OPT and OPT2 controlled status's. We COULD make a new command that will do everything in 1. Like type @rent or @rental and the server will send a message to the client to list a bunch of numbers and what they do, similar to what you see when typing @jobchange or @go. We could have like @rent 1 give players that know the Peco Riding Mastery skill the Riding status, 2 would give jobs that know the Falcon Mastery skill a falcon but first check if a waug is present before doing so, 3 would give players knowing the push cart skill a cart, 4 would give players knowing the Dragon Mastery skill the dragon, etc. Something like that.1 point
-
Some jobs can access their own class exclusive mount and rental mounts. So having @mount do both is a bad idea. I like Trojal's idea on @mount2 or @rentalmount. While were at it, we should also add a @cart, @falcon, and @waug.1 point
-
Think I understand. He wants to put regular ammo in one item type group (arrows, bullets, items that are used when firing off a weapon with regular attacking) and put the throwable items in another group (equiptable ammo thats used by skills like venom knife, kunai, ninja ammos, cannonballs, Genetic throwable items, mainly items that need to be equipted to use certain skills).1 point
-
It's just a suggestion but you can also change the economy of the agit_main script to limite investing. This will limited the number treasure boxes for all castles also. I made the change for you if you want to use it. Peopleperson49 For example: case 2: set .@Economy,GetCastleData(strnpcinfo(2),2); if (.@Economy < 6) { set .@eco_invest,5000; } else if ((.@Economy >= 9) && (.@Economy <= 11)) { set .@eco_invest,10000; } else if ((.@Economy >= 12) && (.@Economy <= 14)) { set .@eco_invest,20000; } else if ((.@Economy >= 15) && (.@Economy <= 17)) { set .@eco_invest,35000; } else if ((.@Economy >= 18) && (.@Economy <= 19)) { set .@eco_invest,55000; } else if ((.@Economy >= 20) && (.@Economy <= 21)) { set .@eco_invest,80000; } else if ((.@Economy >= 22) && (.@Economy <= 23)) { set .@eco_invest,110000; } else if ((.@Economy >= 24) && (.@Economy <= 25)) { set .@eco_invest,145000; } else if ((.@Economy >= 26) && (.@Economy <= 27)) { set .@eco_invest,185000; } else if ((.@Economy >= 28) && (.@Economy <= 29)) { set .@eco_invest,230000; } else if ((.@Economy >= 30) && (.@Economy <= 31)) { set .@eco_invest,280000; } else if ((.@Economy >= 32) && (.@Economy <= 33)) { set .@eco_invest,335000; } else if ((.@Economy >= 34) && (.@Economy <= 35)) { set .@eco_invest,395000; } else if ((.@Economy >= 36) && (.@Economy <= 37)) { set .@eco_invest,460000; } else if ((.@Economy >= 38) && (.@Economy <= 39)) { set .@eco_invest,530000; } else if ((.@Economy >= 40) && (.@Economy <= 41)) { set .@eco_invest,605000; } else if ((.@Economy >= 42) && (.@Economy <= 43)) { set .@eco_invest,685000; } else if ((.@Economy >= 44) && (.@Economy <= 45)) { set .@eco_invest,770000; } else if ((.@Economy >= 46) && (.@Economy <= 47)) { set .@eco_invest,860000; } else if ((.@Economy >= 48) && (.@Economy <= 50)) { set .@eco_invest,955000; } //Quadruple the cost of investing if you've already invested once. if (GetCastleData(strnpcinfo(2),4)) { set .@eco_invest,.@eco_invest*4; } mes "["+strnpcinfo(1)+"]"; mes "If you invest in commercial growth, the quantity of goods made by the guild will increase. Therfore, if you consider our future, investments will be a necessity."; mes " "; mes "Initially, you are able to invest just once but if you pay more money, you will be able to invest twice."; if (.@Economy >= 50) { mes " "; mes "^ff0000The commercial growth level of our Castle is at it's highest, 50%. No more investments are needed. Just as I have expected from a great economist like you, Master.^000000"; close; }1 point
-
Don't forget you need to reset the @monstercount or after the 30th monster you will get this box every time! You can do this at the end of the OnNPCKillEvent as I have shown below or just put it as part of your Check Bot script. Peopleperson49 <header>,{ OnNPCKillEvent: set @monstercount,@monstercount+1; if (@monstercount >= 30) { // Check Bot} set @monstercount,0; end; }1 point
-
bVersatile just as a suggestion (that has nothing to do with your post) you should use the prompt command instead of select incase they click the cancel button. If you don't know what prompt is use the script_commands.txt in the doc folder. Peopleperson491 point
-
Download and place inside your data folder (patch it into your grf), this will resolve the "NO MSG" & the korean storage. http://svn6.assembla...stringtable.txt As far as i remember the korean storage buttons are texture files. Here found them, download this copy of my working files. -> http://www.mediafire...mhdr7yq65vb3vxd Just patch the data folder into your grf and it should be resolved too. BY THE WAY: Your client is diffed wrong bro, you need to select the "Use plain text descriptions", look at your items, they are screwed up.???? (or is it just the language which looks strange to me? :s)1 point
-
1 point
-
That packet is completely missing in your db, the whole packets for your client aren't there, let me check something. Here open this file, copy the whole contents into your packet_db.txt. Copy it under the 2011-11-02 packets~ http://svn6.assembla...28aRagexeRE.txt *edit* of course don't forget to restart the server. otherwise the new packets won't be recognized.1 point
-
1 point
-
Download this file here and put it into your plugin folder to enable the option in the diff patcher. http://supportmii.co...Obfuscation.dll Credits to judas for the link and Waeyan for the diff1 point